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authorLiam <byteslice@airmail.cc>2023-03-11 22:10:38 -0500
committerLiam <byteslice@airmail.cc>2023-03-12 11:33:01 -0400
commit600f325d87e42f856da58c42a5280f098ebb6e8c (patch)
tree75c4fe48af55186a4e420e94a1d7e1bfd92e4ec0 /src/video_core/host_shaders/opengl_smaa.glsl
parentd155167ea2598330d3f67189df8c7db92866fa05 (diff)
general: fix spelling mistakes
Diffstat (limited to 'src/video_core/host_shaders/opengl_smaa.glsl')
-rw-r--r--src/video_core/host_shaders/opengl_smaa.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/video_core/host_shaders/opengl_smaa.glsl b/src/video_core/host_shaders/opengl_smaa.glsl
index 3cbe87bbf..419f89bca 100644
--- a/src/video_core/host_shaders/opengl_smaa.glsl
+++ b/src/video_core/host_shaders/opengl_smaa.glsl
@@ -97,7 +97,7 @@
* half-rate linear filtering on GCN.
*
* If SMAA is applied to 64-bit color buffers, switching to point filtering
- * when accesing them will increase the performance. Search for
+ * when accessing them will increase the performance. Search for
* 'SMAASamplePoint' to see which textures may benefit from point
* filtering, and where (which is basically the color input in the edge
* detection and resolve passes).